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DocSocrates

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Everything posted by DocSocrates

  1. Aye, there hasn't been any real arguments against this issue, (or atleast in the replies to this thread) I call this an argument because I'm raising points and countering any thoughts a reader may have against this topic. Hopefully Webster, when he returns, will see this thread and consider the shutters.
  2. Yes, I believe this was mentioned earlier. I would like this argument, however, to be focused on the HoP
  3. Ok, but that still proves that the HoP has the least amount of protection.
  4. IMO I think I just kinda threw it together, but if it gets the message across, it works.
  5. (New Argument) http://80.244.78.90/phpBB3/viewtopic.php?f=12&t=2366&start=20&sid=64b566331b2d0c49d232a73ee20cdf79&sid=64b566331b2d0c49d232a73ee20cdf79#p13777 Hello, today I would like to suggest that the HoP's office be outfitted with shutters for his two windows and counter. Here is my argument: (Skip around if TL'DR) The HoPs Role on the Station The HoP, as we all know, "is in charge of assigning and reassigning crew members correctly and making sure station departments are well-staffed and running optimally" (From the Wiki's HoP Page). The HoP deals a majority of the station's crew. Even members of different departments need to talk to the HoP about receiving more access to their departments, not the *heads of their own department. The HoP also holds plenty of power on the station. If the HoP wanted, he/she could give everyone that walks through his/her line Captain status and access, and allow them to go wherever the captain goes. This, although is illegal in-game, is a power that the HoP has. What am I getting at? The HoP is somewhat important. *A good HoP would ask the heads if said crew-member is allowed to have access to that part of the station. Still, the crew member must visit the HoP for this access Why add shutters? First, let's examine other offices in the station. 1. Captain's Office It's secure, has plenty of access requirements. The bridge, can be locked down, ensuring no access to the bridge and the uppermost door (Unless hostiles are already on the bridge). The only other way to get in is by three sets of doors (If you don't use the teleporter). What am I getting at? This office is private and secure. But wait, aren't we talking about shutters? Yes, but the captain has no windows besides the bridge, which has shutters. 2. CMO, RD, CE, and HoS Socrates, none of these offices have shutters either. Yes, they don't but to get to the office itself requires access to their departments, that the public doesn't have. They're secure in the fact that the general populous doesn't simply walk by. They don't need shutters like a office with public windows. What's a public window? A window where the public walks by. Streaky pointed out This further proves how the HoP has the least amount of protection. 3. NT Rep and IAA Given the fact that they may need privacy to talk about Centcom related issues, they both have offices with public windows, and they are both given shutters. Although both of them do not have a counter that anyone can climb onto and break into the office *cough cough*, they still have shutters and the HoP doesn't. 4. Chef Bork bork gets shutters to inform everyone that he is either closed or working. I wounder if the HoP should be able to show if his office is closed. Get to the Point Shutters provide privacy, the ability to "Close down shop", and provide some protection. The fact that other offices get shutters while the HoP doesn't even when the HoP's office is the most public office in the station. Wait, doesn't HoP's office NEED to be public for his job? Yes, shutters aren't going to make his office any less public then it already is. All the shutters will do is allow the HoP to create an office of privacy, so he can talk to the captain or anyone else that decides to walk into his office. Thanks for reading, please comment so this can be seen. Here's a cat picture (not mine) for your time! http://imgur.com/gallery/7GIuwTB
  6. I had an idea regarding Pirates, but instead of just the basic yo ho fiddle de dee, they would be their own race with their own lore. Brief description: similar to Orks in Warhammer 40k, they're not very bright, and most of their equipment is stolen NT or other space associated companies. Their weaponry is mostly non-electronic, because basic guns such as pistols are easier to understand then lazer guns, and their armor is very similar (Not very advanced) Brief Lore: No real goverment. Warlords control fleets that roam the galaxy. Ship commanders are Chiefs, and the lowest rank is tribesman. Game-mode Objectives: I had four in mind... 1. Pillage - Steal as much as you can (As long as it holds value Exe. AI) 2. Capture - Kill the heads and assume dominance 3. Destroy - Warlord demands blood! Steal the nuke and destroy station! 4. Parley - Warlord calls ceasefire, chief and tribesmen expected to talk about a treaty. This round would require the captain knowing ahead of time about the peace conference and perhaps another head has an objective to stop it. Also, a random time the warlord (GM) can call the ceasefire off, thus returning to one of the other game modes. This is just a brief summary of pirate ork-like aliens. If anyone interested, I can make a full suggestion thread with complete lore and racial abilities/debuffs
  7. Meh, I think the purpose of drones are to allow players who have been killed to play until the next round. Spawning as a drone to me feels like restriction without having lost it through my character's death.
  8. A random idea that could change Nations into a more of a Civil War All departments start united under Commandistan. The station functions normally with everyone doing their jobs. Through diplomacy and friction between the departments, independence or war could be declared. Essentially, instead of starting out in a warlike state, everyone is at peace. This would allow for less RDM and more RP reasons for violence. Flags are a problem! The fact that someone can ninja there way into a department, steal their flag, and vassalize them shouldn't be the way this game mode is played. How do you expect people to RP in a game of CTF? I know it's difficult, but there has to be something that can replace the flag mechanic of Nations.
  9. I was thinking about this as a game mode the other day and I was thinking about all of the different possibilities
  10. http://www.webmd.com/mental-health/diss ... y-disorder link for more info
  11. I'm not sure, but does anyone know the pill that could be given to the player to help fight personalities?
  12. Lead the main personality to contemplate suicide from repeating nya continuously in his brain. That could be an objective for one of the players
  13. I was thinking originally of having it spawn on start and you already know about it. Yet, I could see it happening randomly during the server. For selecting it as a disability, I think it should be random, not just something you happen to have EVERY time.
  14. Could be, but I was thinking that the objectives could collide with each other. So each personality (Player) has secret objectives they need to complete. What I want to avoid is the event that the players just "pass the body" to each other so they each can fulfill their objectives. They shouldn't be rivals but they shouldn't be friends either.
  15. I agree. With the amount of heads at the current moment there should already be a second.
  16. Anyone have any suggestions on the types of objectives each personality would have?
  17. It looks like fun! I should get my friends to play this...
  18. If this is made right, MPD would be fun
  19. That good be part of the roleplay, or objectives
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